1st Weapon said:Bare Hands
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Not to be confused with 'Bear Hands', these babies are Mako's pride and joy. They've got him through more scrapes than he can count, and they'll get him through many more. Oh! And he doesn't have to worry about his weapon being 'an extension of his body'....because his weapon IS his body. Convenient, huh?
Type: Unarmed
Attribute: Handseals
Modifiers: +1 Accuracy / -5% Damage
Augments: Vanguard, Steady, Free Flow, Dual Weapon
2nd Weapon said:Ō-Sesshu
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Used by few of those who possess the "A." initial, Ō-Sesshu is an ancient technique that functions as a weapon. While not Holy in origin, this technique grants a select few of those born with the name of "A." sheer power enough to slay Greater Demons. Mako funnels his unique chakra into a limb, "priming" whichever one he chooses with greater attack power. But more importantly than that...the black markings grant him the power to drain the chakra of whatever he touches. Said body part(s) also becomes much more heavy and takes on a consistency that's easily stronger than metal. While a bit slower than his regular old mitts, they're capable of dealing massive damage when used in conjunction with Mako's already formidable Taijutsu skills. Its vampiric nature ensures that he can keep fighting with minimal chakra loss as well. This can be applied to any part of his body. Anyone familiar with Oni no Kuni lore might recognize this weapon as the Mark of the Devil (悪魔の印, Akuma no Shirushi).
Type: Bludgeoning
Attribute: Suppression
Modifiers: -1 Accuracy / +5% Damage
Augments: Vanguard, Rough Divide, Chakra Drain, Dual Weapon
3rd Weapon said:Tap
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A new "weapon" developed during his extensive training under his grandfather, Gō. The elder's punches are preformed with such sheer force that they create devastating shockwaves out of air pressure. After fighting against such a monstrous technique for countless months, Mako managed to create a sort of imitation of it. Admittedly not as devastating as the original, it still serves its purpose more than well enough. Ranged combat has always been one of his weakest areas but with Tap that has changed. At will, he can strike with such force and speed that a gust of air pressure is launched at wherever he aims. Depending on the speed in which the attack is delivered a single punch or kick can be devastating. And when combined with some of his other techniques...it can be downright catastrophic.
Type: Projectile / Thrown
Attribute: Suppression
Modifiers: +0 Accuracy / -0% Damage
Augments: Blitz, Steady, Trick Weapon, Dual Weapon
4th Weapon said:Trigger: Half
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By far Mako's most devastating weapon. Put simply, it is one (up to two) of his limbs wreathed in his own chakra...but the actual mechanics behind it are so much more. After further developing his Trigger technique he has managed to gain proficiency enough to isolate his powerful crimson aura to specific parts of his body. This allows him to access the incredible speed and power multiplication of the calorie-charged aura without straining his entire body to its breaking point. Once activated he has access to levels of strength and speed most would find unthinkable. His attacks occur faster than the blink of an eye. And whatever body part(s) he chooses gains the unique property to pierce almost anything, his aura bypassing barriers and even armor due to its wild and caustic nature. Unfortunately even this limited version of Trigger steadily drains his body's store of calories and by extension his stamina. Overuse will leave his chosen limb(s) in a state of agonizing pain and hypersensitivity.
Type: Piercing
Attribute: +5% Called Shot
Modifiers: -1 Accuracy / +5% Damage
Augments: Blitz, Swift, Siege, Dual Weapon
Chimera Bloodline: Reckless</URL><i></i> / Akimichi
[fontsize="12"]Reckless fighters are known for their crazy life risking maneuvers, and their somewhat insane style of fighting, which is known for hitting exceptionally hard - but usually at a cost to their own body. Reckless fighters are able to boost damage in all aspects, but these bonuses often come at a cost.
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Chubby, big boned, but never fat, the Akimichi are a sturdy people with roots stemming from the Fire Country. Those of the Akimichi clan have a unique ability that allows them to manipulate the size of their body and limbs, and possess the unique trait of transforming all the calories stored within their bodies into raw energy. The generally goodhearted, the Akimichi have little tolerance for words relating to their weight, which generally tends to be abit more than little above standards. this comes from the fact that all Akimichi possess a nearly insatiable appetite, their sense of taste far more acute than others.
084 PL - Endurance (Rank 1), Extra Padding (Rank 1)
168 PL - Fat Absorption (Rank 1)
252 PL - Human Boulder (Rank 1)
336 PL - Huge Power (Rank 1)
420 PL - Endurance (Rank 2)
504 PL - Human Boulder (Rank 2)
588 PL - Precision Blow (Rank 1), Extra Padding (Rank 2)
672 PL - Fat Absorption (Rank 2), Super Expansion (Rank 1)
756 PL - Endurance (Rank 3), Huge Power (Rank 2)
840 PL - Human Boulder (Rank 3), Super Expansion (Rank 2)
924 PL - Precision Blow (Rank 2)
1008 PL - Fat Absoption (Rank 3), Super Expansion (Rank 3)
1092 PL - Extra Padding (Rank 3), Precision Blow (Rank 3)
1176 PL - Huge Power (Rank 3)
1260 PL - Houren Pills (Rank 1)
1344 PL - Body Slam (Rank 1)
1428 PL - Houren Pills (Rank 2)
1512 PL - Body Slam (Rank 2)
1596 PL - Houren Pills (Rank 3), Brink of Insanity (Rank 1)
1680 PL - Body Slam (Rank 3), Brink of Insanity (Rank 2)
1764 PL - Brink of Insanity (Rank 3)
- - -
Endurance - Boost<i></i>
Reckless fighters deal with attacks that have a heavy backlash on a regular basis. To endure the power of their own attacks, they need to be far more resilient than the average ninja.
Effect: +6 HP modifier
- - -
Extra Padding - Passive<i></i>
The Akimichi are a sturdy and built people, their extra size giving their clan the ability to take more punishment than others. All Akimichi are difficult to take down, their body structure giving them an advantage when compared to more frail shinobi.
Rank 1: +1 HP Modifier
Rank 2: +3 HP Modifier
Rank 3: +5 HP Modifier
- - -
Fat Absorption - Passive<i></i>
Built to last, their stored calories gives them more skin than other shinobi, yet this extra blubber provides them with a natural resistance to many types of techniques. Akimichi naturally are able to shrug off even some of the stronger techniques and jutsu without much harm to themselves.
Rank 1: - 5% damage taken.
Rank 2: - 10% damage taken.
Rank 3: - 15% damage taken.
- - -
Human Boulder - Unarmed Taijutsu<i></i>
One of the earliest techniques learned by the Akimichi, This technique allows these shinobi to cause their body to expand to a massive ball- like shape, the head, arms and legs of the Akimichi are swallowed up in this technique. Once in the form of a sphere, they propell themselves with jet- like chakra that allows them to smash into their targets with great force, crushing all object in their path.
Rank 1: The user Rolls, striking a target dealing 595 Damage at - 2 Accuracy.
Rank 2: The user Rolls, striking a target twice each dealing 350 Damage at - 1 Accuracy.
Rank 3: The user Rolls, striking a target three times each dealing 420 Damage.
Costs:
Rank 1: 200 Cp and 1.25 Ap
Rank 2: 245 Cp and 1.25 Ap
Rank 3: 420 Cp and 1.75 Ap
- - -
Huge Power - Boost<i></i>
Tough as nails, a Reckless fighter is never afraid to show their strength. Their melee attacks, whether with the brute force of their fists or the cold metal of their weapons, tend to be much stronger than normal.
Effect: +15% melee damage.
- - -
Precision Blow - Dependent Special Move<i></i>
The name Reckless is slightly misgiving, as Reckless fighters are actually not entirely hotheaded with their attacks. They simply like inflicting a lot of damage very quickly, though different means can be used to do so.
Effect: Adds +2 accuracy and +2 critical range to the next basic unarmed, Taijutsu, or weapon attack. Costs 100 Chakra.
- - -
Super Expansion - Body Expansion Jutsu<i></i>
One of the mightiest jutsu in the Akimichi arsenal, this technique allows the the Akimichi to increases their size dramatically. the become what can only be accurately described as a giant, their destructive power is increased massively as they become a nearly unstoppable behemoth, crushing all would- be opponents beneath them.
Rank 1: Increases the Akimichi's size significantly, giving them - 2 dodge, - 5% Damage Taken, +5% Unarmed Damage and +1 Accuracy. All called shots made against them have their chance reduced by - 10%.
Rank 2: Increases the Akimichi's size greatly, giving them - 3 dodge, - 5% Damage Taken, +8% Unarmed Damage and +1.5 Accuracy. All called shots made against them have their chance reduced by - 15%.
Rank 3: Increases the Akimichi's size immensely, giving them - 4 dodge, - 10% Damage Taken, +10% Unarmed Damage and +2 Accuracy. All called shots made against them have their chance reduced by - 20%.
Costs:
Rank 1: 420 Cp to initiate and 1.75 Ap; 210 Cp/Rnd to Maintain
Rank 2: 545 Cp to initiate and 2.25 Ap; 275 Cp/Rnd to Maintain
Rank 3: 680 Cp to initiate and 2.25 Ap; 340 Cp/Rnd to Maintain
Notes:
- Cannot combine this with Partial Expansion.
- If Partial Expansion is active at the time of Super Expansion's activation, its effects are canceled.
- - -
The Houren Pills - Items <i></i>
The trump card of the Akimichi bloodline, these pills are designed to give them what they need in the time of need. Each pill possesses a highly condensed chakra- enhanced protein, that upon being digested, begin rapidly transforming all calories within the user's body into pure energy. However the massive drawbacks to these pills make them a double edged sword forcing the clan to avoid taking them as much as possible.
Rank 1: The Green Pill - Boosting the users physical abilities the user gains the following buffs: +5% Unarmed damage and 5% Damage Reduction.
Rank 2: The Yellow Pill - Boosting the users senses the user gains the following buffs: +2 Unarmed Accuracy and 5% Auto Dodge
Rank 3: The Red Pill - Taking the energy from the Akimichi's fat cells their chakra gains a massive boost: Regains 15% Maximum Chakra
Costs:
Rank 1: - 5% Max HP
Rank 2: - 7% Max HP
Rank 3: - 10% Max HP
Notes
- .5 ap to draw and ingest pill.
- Cannot be used by Non Akimichi
- Cannot take more than one in the same round.
- Pills effects only last one round.
- - -
Body Slam - Melee Taijutsu<i></i>
An incredibly risky move that is easily performed, provided the Akimichi are in their Massive form. The Akimichi leaps into the air, crushing the ground beneath them with their sheer weight and shaking the ground with the sheer force of impact. However, this can crush allies as much as enemies, so the Akimichi must be wary.
Rank 1: The user strikes up to two targets dealing dealing 1,500 Damage.
Rank 2: The user strikes up to two targets dealing 1,800 Damage at +1 Accuracy.
Rank 3: The user strikes up to two targets dealing 2,100 Damage at +1 Accuracy.
Costs:
Rank 1: 545 Cp, 2.25 Ap
Rank 2: 655 Cp, 2.25 Ap
Rank 3: 790 Cp, 2.25 Ap
Notes:
- Must be using Super Expansion jutsu.
- - -
Brink of Insanity - Mind State
By focusing all their power into one strike, the Reckless fighter can deal insane amounts of damage while at the same time tearing up their own body due to the ferocity of the attack, leaving them extremely defenseless. But if there are no enemies left, that doesn’t really matter.
Rank 1: The Reckless loses their sanity causing them to gain +50% Damage Buff on all melee taijutsu attacks. The user does not dodge attacks while this is active, but gains a -36% Chance to be Suppressed. All Melee taijutsu attacks gain +1 Crit and the user has a 44% chance to strike a random target. The user has a 15% Damage Reduction to physical damage, but takes damage equal to 15% of the damage caused. Bind attempts at the user while this is active have a 20% chance to auto-fail. This may last up to two full rounds or until deactivated, but but requires two full rounds of cool down after use.
Rank 2: The Reckless loses their sanity causing them to gain +100% Damage Buff on all melee taijutsu attacks. Any dodge buffs the user has does not apply while this is active, but gains a -44% Chance to be Suppressed. All Melee taijutsu attacks gain +2 Crit and the user has a 36% chance to strike a random target. The user has a 15% Damage Reduction to physical damage, but takes damage equal to 15% of the damage caused. Bind attempts at the user while this is active have a 20% chance to auto-fail. This may last up to two full rounds or until deactivated, but but requires two full rounds of cool down after use.
Rank 1 Cost: 1650CP, 825CP/Rnd
Rank 2 Cost: 2065CP, 1030CP/Rnd
Note 1:</I><I> While active, the user may only use offensive techniques. If the user uses non-offensive techniques while this is active their move will be converted into a Basic Strike(s) instead.
Note 2: While active, none of the user's other buffs towards Melee Taijutsu may apply.[/fontsize]
--------------------------------------------------------
Chubby, big boned, but never fat, the Akimichi are a sturdy people with roots stemming from the Fire Country. Those of the Akimichi clan have a unique ability that allows them to manipulate the size of their body and limbs, and possess the unique trait of transforming all the calories stored within their bodies into raw energy. The generally goodhearted, the Akimichi have little tolerance for words relating to their weight, which generally tends to be abit more than little above standards. this comes from the fact that all Akimichi possess a nearly insatiable appetite, their sense of taste far more acute than others.
084 PL - Endurance (Rank 1), Extra Padding (Rank 1)
168 PL - Fat Absorption (Rank 1)
252 PL - Human Boulder (Rank 1)
336 PL - Huge Power (Rank 1)
420 PL - Endurance (Rank 2)
504 PL - Human Boulder (Rank 2)
588 PL - Precision Blow (Rank 1), Extra Padding (Rank 2)
672 PL - Fat Absorption (Rank 2), Super Expansion (Rank 1)
756 PL - Endurance (Rank 3), Huge Power (Rank 2)
840 PL - Human Boulder (Rank 3), Super Expansion (Rank 2)
924 PL - Precision Blow (Rank 2)
1008 PL - Fat Absoption (Rank 3), Super Expansion (Rank 3)
1092 PL - Extra Padding (Rank 3), Precision Blow (Rank 3)
1176 PL - Huge Power (Rank 3)
1260 PL - Houren Pills (Rank 1)
1344 PL - Body Slam (Rank 1)
1428 PL - Houren Pills (Rank 2)
1512 PL - Body Slam (Rank 2)
1596 PL - Houren Pills (Rank 3), Brink of Insanity (Rank 1)
1680 PL - Body Slam (Rank 3), Brink of Insanity (Rank 2)
1764 PL - Brink of Insanity (Rank 3)
- - -
Endurance - Boost<i></i>
Reckless fighters deal with attacks that have a heavy backlash on a regular basis. To endure the power of their own attacks, they need to be far more resilient than the average ninja.
Effect: +6 HP modifier
- - -
Extra Padding - Passive<i></i>
The Akimichi are a sturdy and built people, their extra size giving their clan the ability to take more punishment than others. All Akimichi are difficult to take down, their body structure giving them an advantage when compared to more frail shinobi.
Rank 1: +1 HP Modifier
Rank 2: +3 HP Modifier
Rank 3: +5 HP Modifier
- - -
Fat Absorption - Passive<i></i>
Built to last, their stored calories gives them more skin than other shinobi, yet this extra blubber provides them with a natural resistance to many types of techniques. Akimichi naturally are able to shrug off even some of the stronger techniques and jutsu without much harm to themselves.
Rank 1: - 5% damage taken.
Rank 2: - 10% damage taken.
Rank 3: - 15% damage taken.
- - -
Human Boulder - Unarmed Taijutsu<i></i>
One of the earliest techniques learned by the Akimichi, This technique allows these shinobi to cause their body to expand to a massive ball- like shape, the head, arms and legs of the Akimichi are swallowed up in this technique. Once in the form of a sphere, they propell themselves with jet- like chakra that allows them to smash into their targets with great force, crushing all object in their path.
Rank 1: The user Rolls, striking a target dealing 595 Damage at - 2 Accuracy.
Rank 2: The user Rolls, striking a target twice each dealing 350 Damage at - 1 Accuracy.
Rank 3: The user Rolls, striking a target three times each dealing 420 Damage.
Costs:
Rank 1: 200 Cp and 1.25 Ap
Rank 2: 245 Cp and 1.25 Ap
Rank 3: 420 Cp and 1.75 Ap
- - -
Huge Power - Boost<i></i>
Tough as nails, a Reckless fighter is never afraid to show their strength. Their melee attacks, whether with the brute force of their fists or the cold metal of their weapons, tend to be much stronger than normal.
Effect: +15% melee damage.
- - -
Precision Blow - Dependent Special Move<i></i>
The name Reckless is slightly misgiving, as Reckless fighters are actually not entirely hotheaded with their attacks. They simply like inflicting a lot of damage very quickly, though different means can be used to do so.
Effect: Adds +2 accuracy and +2 critical range to the next basic unarmed, Taijutsu, or weapon attack. Costs 100 Chakra.
- - -
Super Expansion - Body Expansion Jutsu<i></i>
One of the mightiest jutsu in the Akimichi arsenal, this technique allows the the Akimichi to increases their size dramatically. the become what can only be accurately described as a giant, their destructive power is increased massively as they become a nearly unstoppable behemoth, crushing all would- be opponents beneath them.
Rank 1: Increases the Akimichi's size significantly, giving them - 2 dodge, - 5% Damage Taken, +5% Unarmed Damage and +1 Accuracy. All called shots made against them have their chance reduced by - 10%.
Rank 2: Increases the Akimichi's size greatly, giving them - 3 dodge, - 5% Damage Taken, +8% Unarmed Damage and +1.5 Accuracy. All called shots made against them have their chance reduced by - 15%.
Rank 3: Increases the Akimichi's size immensely, giving them - 4 dodge, - 10% Damage Taken, +10% Unarmed Damage and +2 Accuracy. All called shots made against them have their chance reduced by - 20%.
Costs:
Rank 1: 420 Cp to initiate and 1.75 Ap; 210 Cp/Rnd to Maintain
Rank 2: 545 Cp to initiate and 2.25 Ap; 275 Cp/Rnd to Maintain
Rank 3: 680 Cp to initiate and 2.25 Ap; 340 Cp/Rnd to Maintain
Notes:
- Cannot combine this with Partial Expansion.
- If Partial Expansion is active at the time of Super Expansion's activation, its effects are canceled.
- - -
The Houren Pills - Items <i></i>
The trump card of the Akimichi bloodline, these pills are designed to give them what they need in the time of need. Each pill possesses a highly condensed chakra- enhanced protein, that upon being digested, begin rapidly transforming all calories within the user's body into pure energy. However the massive drawbacks to these pills make them a double edged sword forcing the clan to avoid taking them as much as possible.
Rank 1: The Green Pill - Boosting the users physical abilities the user gains the following buffs: +5% Unarmed damage and 5% Damage Reduction.
Rank 2: The Yellow Pill - Boosting the users senses the user gains the following buffs: +2 Unarmed Accuracy and 5% Auto Dodge
Rank 3: The Red Pill - Taking the energy from the Akimichi's fat cells their chakra gains a massive boost: Regains 15% Maximum Chakra
Costs:
Rank 1: - 5% Max HP
Rank 2: - 7% Max HP
Rank 3: - 10% Max HP
Notes
- .5 ap to draw and ingest pill.
- Cannot be used by Non Akimichi
- Cannot take more than one in the same round.
- Pills effects only last one round.
- - -
Body Slam - Melee Taijutsu<i></i>
An incredibly risky move that is easily performed, provided the Akimichi are in their Massive form. The Akimichi leaps into the air, crushing the ground beneath them with their sheer weight and shaking the ground with the sheer force of impact. However, this can crush allies as much as enemies, so the Akimichi must be wary.
Rank 1: The user strikes up to two targets dealing dealing 1,500 Damage.
Rank 2: The user strikes up to two targets dealing 1,800 Damage at +1 Accuracy.
Rank 3: The user strikes up to two targets dealing 2,100 Damage at +1 Accuracy.
Costs:
Rank 1: 545 Cp, 2.25 Ap
Rank 2: 655 Cp, 2.25 Ap
Rank 3: 790 Cp, 2.25 Ap
Notes:
- Must be using Super Expansion jutsu.
- - -
Brink of Insanity - Mind State
By focusing all their power into one strike, the Reckless fighter can deal insane amounts of damage while at the same time tearing up their own body due to the ferocity of the attack, leaving them extremely defenseless. But if there are no enemies left, that doesn’t really matter.
Rank 1: The Reckless loses their sanity causing them to gain +50% Damage Buff on all melee taijutsu attacks. The user does not dodge attacks while this is active, but gains a -36% Chance to be Suppressed. All Melee taijutsu attacks gain +1 Crit and the user has a 44% chance to strike a random target. The user has a 15% Damage Reduction to physical damage, but takes damage equal to 15% of the damage caused. Bind attempts at the user while this is active have a 20% chance to auto-fail. This may last up to two full rounds or until deactivated, but but requires two full rounds of cool down after use.
Rank 2: The Reckless loses their sanity causing them to gain +100% Damage Buff on all melee taijutsu attacks. Any dodge buffs the user has does not apply while this is active, but gains a -44% Chance to be Suppressed. All Melee taijutsu attacks gain +2 Crit and the user has a 36% chance to strike a random target. The user has a 15% Damage Reduction to physical damage, but takes damage equal to 15% of the damage caused. Bind attempts at the user while this is active have a 20% chance to auto-fail. This may last up to two full rounds or until deactivated, but but requires two full rounds of cool down after use.
Rank 1 Cost: 1650CP, 825CP/Rnd
Rank 2 Cost: 2065CP, 1030CP/Rnd
Note 1:</I><I> While active, the user may only use offensive techniques. If the user uses non-offensive techniques while this is active their move will be converted into a Basic Strike(s) instead.
Note 2: While active, none of the user's other buffs towards Melee Taijutsu may apply.[/fontsize]
Abilities:
0) Journeyman
0) Shinobi 101 (Fire = Melee Acc)
1) Ambidexterity
2) Weapon Attunement
3) Sixth Sense
4) Combat Instinct
5) Defensive Technique
6) Jutsu Expansion
7) Willpower
8) Acrobatics
9) Duelist (<URL url="https://www.ninpocho.com/viewtopic.php?p=246058#p246058">ASP)
10) Kinjutsu
11) Kinjutsu
12) Kinjutsu
0) Shinobi 101 (Fire = Melee Acc)
1) Ambidexterity
2) Weapon Attunement
3) Sixth Sense
4) Combat Instinct
5) Defensive Technique
6) Jutsu Expansion
7) Willpower
8) Acrobatics
9) Duelist (<URL url="https://www.ninpocho.com/viewtopic.php?p=246058#p246058">ASP)
10) Kinjutsu
11) Kinjutsu
12) Kinjutsu
Afinities:
Free Major Affinity: Earth
Free Minor Affinity: Non-Elemental
Major Affinities: Earth
Minor Affinities: Non-Elemental, Fire, Metal
BL/CA/Kin Free AE's: N/A
Free Minor Affinity: Non-Elemental
Major Affinities: Earth
Minor Affinities: Non-Elemental, Fire, Metal
BL/CA/Kin Free AE's: N/A
<i>